Now that it's here, it'd be great to have this uploaded to Nexus, with proper description including FAQ etc and teasing screenshots from all three projects. Not saying you should do it, worsas, just thinking out loud. In fact a brainstorming for such description might be due.

A release thread on Bethsoft would be nice too, to explain any doubts and encourage people to try and use data for themselves and eventually join the projects.

I'm currently not sure about one certain thing: If people want to unpack something from the bsa and use it in their own mod, they will have to inquire for permission, I agree.

Now what if an external mod wanted to include Tamriel_Data.esm as dependency and use its assets as-is? I would not mind such a thing at all, since we'd be automatically credited for our work. But it would be usage of our assets, still. I wonder if it would be legitimate to treat this case differently, though. TR lets people use their data freely and it's a nice platform for people to be creative. I'm not saying I wanted to see any of this transferred to other games or even abused for commercial purposes (which would require unpacking and modifying anyway.)

Now what if an external mod wanted to include Tamriel_Data.esm as dependency and use its assets as-is? I would not mind such a thing at all, since we'd be automatically credited for our work. But it would be usage of our assets, still. I wonder if it would be legitimate to treat this case differently, though. TR lets people use their data freely and it's a nice platform for people to be creative.

Well, I'm not an asset developer, so I don't really have much authority to make a call here, but to me releasing unified data as a "resource platform" free to use by a community, as long as their third-party mods are dependent on it is a no-brainer, really. Heck, I have some ideas for mods utilising it myself, so I'd appreciate that personally.

Grabbing an asset out of bsa or even exporting it to another game is entirely different case, and I believe it should remain in an individual asset maker's gesture. That credits file you were working on, expanded to contain modelers' wills, would be a vital part of released Tamriel_Data.

We'll have to change our container ids due to the extremely limiting game mechanics behind container instances in savegames. Actually, it would have been foreseeable that there is a reason to the 24 letter limits for containers and creatures in the CS. So it's to a large part my fault that we have this problem now. In any case, we'll have to patch our content files again in close future. Sorry everyone.

Man, that's a lot of trouble. I hate to add extra work on top of this, but I have to say that the books list is particularly difficult to parse right now. Perhaps a province or thematic prefix would be appropriate?

The book ids already hardly fit into the letter limit. A thematic abbreviation would be quite helpful for interior modders, surely. I just hate the thought of going through all those book ids again, apart from the fact that I'd have to look into the books themselves.

The good thing about removing the duplicates would be that there would be no longer duplicate skillbooks and no longer discrepancies between the values of different books, but the amount of needed repositioning would be rather majestic, especially for SHOTN. I'm not sure if this additional effort (we are speaking about repositioning almost every single book placed within SHOTN) wouldn't really outweigh the advantages, especially now since we are so close to finishing this data move and I only hope to be finally done with it all.

Keep in mind, interior creators should look into the texts of the books they place around anyway. Vanilla books don't come with categorizations either, so having to check the content of the book before placing it is not necessarily a new requirement introduced by these data files. From an idealized point of view, however, I agree that these duplicates are silly. Though values can be adapted to each other relatively quickly, while fixing hundreds of book instances isn't that easy.

Hey, aren't Skyrim's wooden pottery amiss in data? After I unplugged SHotN bsa everything else seemse to be on spot, but these models are missing.

Did you register TR_Data.bsa? TR has modifed the wooden kitchenware, so we are using their versions instead of ours in the new data files.

Edit:
On a more positive aspect of this container problem: We would have run into the problem of truncated container ids in savegames with our previous data files anyway and we wouldn't have had a solution for the problem without the software that has been developed for this data move now. So we are turning our defect container ids in the old data files into working ones with the new data and fixing a grave problem we didn't know about before.

I have no problem with it at all - container names are just next to ids, and model paths just a little bit further, so it's easy to put two and two together. I never got to know by heart what each ID looks like in-game anyway and always tried them out until I found the one I was looking for, so this new naming-scheme is just as fine with me as any other.

Edit: hey, when did we get the boar creature? It somehow skipped my notice. cool to have it, too.

Many of our assets were created for exclusive usage by province mods by their creators. So make sure to contact us at http://project-tamriel.com" onclick="window.open(this.href);return false; first, if you wish to unpack something from PT_Data.bsa to use it in your own work.
That way we can check, if the objects you are interested in, are available for usage outside of our own projects. If you are granted usage of the objects in question, make sure the original creators are duly credited for them.

However, if you are prepared to add Tamriel_Data.esm as dependency to your mod and use PT_Data.bsa as-is for your project, there will be no such obligation.
If you wish to do this, don't reupload our data files to your own modpage, but ask downloaders to get Tamriel_Data from our own download mirrors. In this case there will be no need to credit us separately.

Found a couple of missing meshes yesterday in testing. In addition the goblets you re-added the meshes for, appear to be missing inventory icons. I can make a more exhaustive list if you don't have one already.

<roerich> woah it's hot in here
<Lord Berandas> it must be Summer.
<Infragris> #hell is meant as a spam and off topic channel. Doing a great job already

Found a couple of missing meshes yesterday in testing. In addition the goblets you re-added the meshes for, appear to be missing inventory icons. I can make a more exhaustive list if you don't have one already.

The missing icons about the wooden kitchenware have been noticed. I have actually switched TRs versions for ours in the data I'm currently working on, since the latter had no icons and no values assigned to them altogether.

I don't know why it's missing the static fish models for you. They are definitely included in PT_Data.bsa. Did you register it in your Morrowind.ini?

Updated the opening post with links to the new version of Tamriel_Data.

Changelog:
TR_Data:

- Added Argonian heads by Silaria
- Added Khajiit heads by detritius2004
- Added a set of breton artisan swords
- Added some new imperial fortress pieces for Old Ebonheart
- Added an imperial mural for Old Ebonheart

- Added the following books:
Recording of the Heads 1E 820
Homily of the Pilgrim
The CASE Against Human Edibles
Seven Varieties of Shadow
The Origin of the Ash Yam
How to Treat Heretics
On the Importance of Heresy
In Regards to the Dunmeri Chitin Armor
Orcsurance, a One-Act Comedy
On the Evil of Heresy

- Fixed a robe pointing to wrong textures
- Assigned velk sounds to the right creature
- Overwrote the current orange moss with a larger version. Turned it into a container plant with an ingredient.
- Fixed the groundmesh of the argonian hist armor
- Fixed a bunch of further problems in TR_Data

PT_Data:

- Added saddled versions of the Cyrodillic horses and one more color variant. The black horse has been recolored.
- Added a further harpoon variant
- Added a set of ancient colovian bronze tableware for Colovian Barrows.
- Added Dark Welkynd Stones for Ayleid ruins
- Added old withered wooden chests for Colovian Barrows.
- Added a statue of Kynareth
- Added interior variants of several load doors used at P:C
- Added a set of ancient ayleid armor
- Added some new building variants for Anvil
- Added a proper dockset for Anvil, Stirk and the gold coast.
- Added a further reman mural.
- Added a number of imperial native armor style sets, (some are still using placeholder meshes)
- Added two imperial incense burners

- Changed the material settings of the imperial wayshrines.
- Changed the statues of the imperial divines so they match each other in size.
- Changed some of the buildings and structures used for Anvil
- Changed gold coast rock textures so they have mipmaps.
- Changed an expensive chandelier used for imperial homes.